RimWorld

RimWorld

Deadeye Targeting (Continued)
20 Comments
晓山alreShan 11 Feb @ 2:24pm 
@oinko sploinko works with CE.
Zaljerem  [author] 11 Feb @ 12:47pm 
It seems like someone below said it is, I would unsub/resub as I did make some changes and Steam can be wonky about updates. Worth a try, anyway.
oinko sploinko 11 Feb @ 12:38pm 
Can anyone confirm it's working with CE? The ability casts, but doesn't do anything.
Zaljerem  [author] 10 Feb @ 4:41pm 
Thanks, I'll note above and implement a loadBefore in the next update.
晓山alreShan 10 Feb @ 4:30pm 
If you are using Ratkin CE Patch Collection , make sure put deadeye before it. Otherwise patch will be failed, and all HAR pawn will not have deadeye ability gizmo.
Zaljerem  [author] 8 Feb @ 10:13am 
Thanks for the report! I just pushed an update to enable HAR compatibility (I disabled it initially when updating, and then forgot to re-add it), as well as applying some additional fixes.
晓山alreShan 8 Feb @ 9:28am 
Language correction: HAR pawn with deadeye trait not show the ability gizmo. While no error logs generated.
晓山alreShan 8 Feb @ 9:23am 
I tried with minimal modlist, yet still, and I didn't get start errors.
晓山alreShan 8 Feb @ 9:18am 
Vanilla pawn has the "deadeye" ability gizmo, but Humanoid Alien Races has not.
For my case, it's Ratkin and Kurin[Deluxe Edition]
Best Username To Exist 5 Feb @ 3:31pm 
"We just need money."
honeywhitefox 2 Feb @ 2:18am 
@Zaljerem Confirmed the fix on my side, thanks for the update!
Now I can finally mag dump my LMGs with CE!
Lovecraft 2 Feb @ 1:34am 
This would be an amazing psycast path for VPE
LZIM 1 Feb @ 8:56am 
instead of social fights, pistol duels
Zaljerem  [author] 31 Jan @ 8:06pm 
Thanks again for the report! I've just pushed an update to fix the "already queued" issue, fixed Deadeye auto-cast, verified it is working, and that AI pawns are using it as well. I added a mod option for the chance for a pawn to spawn with the trait, 5% default. (Harmony now required)
Zaljerem  [author] 31 Jan @ 6:27am 
Well don't thank me yet, it seems to have a few issues. :) I may have jumped the gun on releasing it. Anyway, I'm working on it. Thanks for the report!
honeywhitefox 31 Jan @ 2:09am 
I was able to forcibly activate the deadeye by undrafting the pawn while the ranged cooldown (which I don't remember it was there before) is active, but it permanently disabled the activation(says Ability already queued).

So happy you've made this mod back to life on 1.5. Thought I'd never be able to use it again. Thanks.
honeywhitefox 31 Jan @ 2:04am 
Tested on 1.5 with only this and dependency mod installed (without DLCs).
Endless errors below showed up when activating the deadeye, failing to activate the ability itself.

Exception ticking Juanjoe (at (90, 0, 70)): System.InvalidOperationException: Queue empty.
[Ref 58C93038]
at System.Collections.Generic.Queue`1[T].Dequeue () [0x00008] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at DeadEye.DeadeyeAbility.AbilityTick () [0x000ab] in <0916993bace54491b66225b839ff3dc1>:0
at RimWorld.Pawn_AbilityTracker.AbilitiesTick () [0x00010] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.Pawn.Tick () [0x001cd] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.TickList.Tick () [0x0015c] in <69945a8ed6c540cf90b578de735e0605>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
G man 29 Jan @ 2:27pm 
crazy
Zaljerem  [author] 28 Jan @ 9:09am 
Probably should be tested against 1.5.
Scout Gaming 28 Jan @ 9:07am 
СE compatible? HOWWWW OMGGGG